I just came back to the game after a year hiatus, and I'm thrilled they finally actually added mechanics rather than just doing endless bug and balance patches that somehow break every mod with every patch. I discovered the sneaking tutorial, and then found out that basically every stealth kill or every other stealth kill gives a level of roguery. (5 focus points) now I'm wondering what's the point of alleys anymore. They were never particularly good, but at least there was an argument to be made that they increased roguery. But now that I can just go farm hideout stealth missions, earn way more money, keep my companions in my party, and not gain crime in the process, I'm wondering what purpose alleys serve anymore? (Alley income should be ×10 imo) submitted by /u/forfor [link] [comments]
-Construction Units -Weapon breaking and resupplying -Make battles last longer in game time and allied and enemy reinforcements come in if close enough even if it's unexpected -In battle morale -Troops have extremely low percentage chance(0 .5%) to disobey orders. You assign squad leaders that get randomly generated personalities and you can't for sure predict what they'll do or if they'll follow your orders. Hard to replace them too. -Perks can be added that decrease disobedience but also decreases damage dealt and increass morale loss in battle. -Minor attrition
If these were added I think the game would be the most realistic medieval wargame of all time while not being unmanageable or unfun, as long as the percentages are done right.
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